Forever hunted by the Shadow's forces, Channelers wield an innate power that marks them as a threat to the Night Kings. They are often ostracized by a terrorized populace and exiled by superstitious common folk, or otherwise forced in a life of seclusion as they quest for items of power and lost knowledge that can be used against the Shadow.

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6

Skills: Alchemy d8, Athletics d4, Common Knowledge d8, Fighting d4, Notice d4, Occult d8, Persuasion d6, Repair d4, Research d8, Spellcasting d10, Stealth d4, Survival d4

Pace: 6; Parry: 4; Toughness: 5

Hindrances: Armor Interference (minor), Cautious, Loyal, Outsider (minor), Tongue-Tied, Wanted (major)
Edges: Arcane Background (Sorcerer), Fey Blood, Silent Caster

Gear: Staff (Str+d6, Reach 1), mage's pack

Special Abilities

  • Powers:Bolt, detect/conceal arcana, smite. Power Points: 15

Advances: Occult d8 and Research d8, Smarts d10, Spellcasting d10 and Alchemy d8, Silent Caster

Savage Age of Shadow

Setting Rules

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This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.